Changes to Keys and Maps
I decided to make a set of changes for the Keys and Maps, as well as their add-ons. Keep in mind that new add-ons are marked like this: *[Insert name]. Feedback is very welcome.
General Map Changes:
• Removed killer specific objects from the list of objects classified as Killer Belongings.
• Removed the Yellow Wire and Black Silk Cord add-ons.
Item Changes:
Map (Rare):
• Now, the map is also able to track the Hatch, Exit Gates and Killer Belongings
• Decreased the amount of charges to 15.
• Now, the map tracks 3 random objects at the start of the trial.
Rainbow Map (Iridescent):
• Increased the amount of charges to 25.
• Increased the object tracking range to 10 meters.
Add-on Changes:
Retardant Jelly (Uncommon):
• Extends the Map's duration by 10 seconds.
*Yellow Strap (Uncommon):
• Allows the map to track windows.
Red Twine (Rare):
• Allows the map to track pallets and breakable walls.
• Increased the rarity from Uncommon to Rare.
*Magnifying Glass (Rare):
• Reduces the object tracking range to 6 meters. This effect trumphs all other add-ons.
• By pressing the Active Ability Button, the object tracking range increases to 36 meters for 5 seconds, tracking objects automatically.
Magnifying Glass has a 15 second cooldown.
*Shard Pendant (Very Rare):
• Spawns a Iridescent Glyph into the Trial. Once the Endgame Collapse starts, this Glyph can be interacted with and be seen when reading the Map. Interacting with it grants a reward of 30 Iridescent Shards to the player.
• Allows the Map to track Iridescent Glyphs.
*Glowing Ink (Iridescent):
• Auras of objects tracked by the map linger for 3 seconds after reading the Map.
• Increases the burning rate of the Map by 100%
General Key Changes:
• All keys are now able to open a chest instantly. This consumes all of the Key's charges and makes it vanish from the player's inventory.
• Now, when using Mind Channel, auras of all Chests in a 32 m radius are revealed
Item Changes:
Fragile Key (former Broken Key):
• Decreased the amount of charges to 10.
• Now, it's able to open the Hatch, but it takes double the time. It can also open a chest, but it takes 3,5 seconds.
Dull Key:
• Increased the amount of charges to 15.
Add-on Changes:
Eroded Token (Uncommon):
• Now also decreases the Key's consumption rate by 20%
Milky Glass (Uncommon):
• Unlocking the Hatch or a Chest drains all of the charges of the Key, but doesn't consume the key.
• Decreased the rarity from Very Rare to Uncommon.
*Blank Key (Rare):
• Unlocking a Chest consumes this add-on instead of the Key.
*Lucky Charm (Rare):
• Considerably increases the rarity of items in a chest unlocked by a Key.
*Lockpick (Very Rare):
• Unlocking a Chest or the Hatch drains 30% of the Key's charges instead of completely consuming the Key.
Weaved Ring (Very Rare):
• This add-on now activates when the Hatch spawns, making a faint shimmering sound which gets louder based on how close the player is to the Hatch
Blood Amber (Iridescent):
• Increased the rarity of this add-on to Ultra Rare/Iridescent
Comments
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Always keen to see suggestions for maps/keys.
Maps
Only thing that sticks out to me there is the killer belongings change being basekit makes all maps very good at finding totems... I would argue they're a little too good for countering Hex builds already...
I would change "killer belongings" basekit to just be hooks, and still have the "totems" portion require add-ons investment so Hex perks are not made trivial at base and we can't have max range for finding totems.
Otherwise happy overall. Not too keen on green map being reduced to only 10 seconds, I dont think it needs that nerf, but can live with it.
Keys
Can we change Broken Key to Crooked Key and allow it to open the hatch but it takes 10 seconds and chests in 5 seconds? Then just scale the charges linearly.
It makes so much more sense to still have it able to unlock thing but be slower at doing it rather than just not being able to do things period...
I would also given keys the ability to reveal the auras of chests within 32m as a basekit as well, so it's active ability without appropriate addons actually does something.
Otherwise pretty happy.
🤘🤘🤘🤘
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Thanks for commenting!
In an earlier draft of this discussion, the green map had 15 charges. I reduced it because I thought there was too little of a difference between the green and iri map with these changes.
As for the Broken Key, I would happily do these changes. The longer I think about that item the less sense it makes. Even the chest unlocking feature doesn't make sense when you think about it.
So yes, I would gladly change the Broken Key to be in line with the rest. The chest auras are a nice idea too.
As for the totems, I'm a bit uncertain about making them tied to an add-on.
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As for the totems, I'm a bit uncertain about making them tied to an add-on.
That's a fair point, I suppose the issues with hexes being so easy to find at times are for the hexes themselves to solve, not really the responsibility of maps… objection withdrawn :D
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Yeah, sometimes the totem spawns are so bad it hurts. Even on maps like Mother's Dwelling, you can have a totem right next to a gen.
You don't even need a map to find them, you just go do a gen and there they are. Or you find them mid-chase.
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I fear these changes are not enough, the problem is that these items are so bad on their own in comparison to other items.
- a Single Map and Key without addons needs to be as powerful as a medkit or toolbox.
I have never EVER considered bringing a map or key in because they are not as useful as a medkit.
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What nerf are you talking about? The green map duration one?
Or the one to the killer belongings which, mind you, only affects killers that are already hard (Trapper, Hag, Singularity...) and is in line with BHVR removing all things which counter specific killers only (Lightburn removal, og Small Game removal etc.)?
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Problem is, the top end of maps and keys are actually quite strong, but fundamentally their power is aura reading...
For a newer player aura reading is extremely useful and the aura reading of both iri maps and keys is actually very very good (WoO and Kindred demonstrating how good aura reading is for newer players)...
However for a very experienced player who can acheive the same things without aura reading, maps and keys have significantly diminishing returns, and fundamentally there is no way to make them viable compared to medkits/Toolboxes without making them absolutely ridiculous.
I think the biggest issues for the viability of maps and keys: -
- Green rarity minimum, making them hard for the new player's who actually need them to acquire.
- Inconsistency between rarity meaning varying behaviour/value. (Use the Iri or it kinda sucks).
- Add-on dependent to be useful (especially keys), further pushing them out of new player reach.
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Agreed, I dont think new players use maps and keys to the degree you say they would be useful.
You provide good suggestions to improve the system.1 -
Hello again!
I made some changes to the post, mainly:
• Reworking the Broken Key entirely
• Adding a base chest tracking function to keys
(Both of these were ideas made by @UndeddJester , thanks for suggesting them!)
• Removing the newly created White Ink add-on and reduced the effects of the Glowing Ink add-on.
• Changing around numbers of charges and rarities.
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